this post was submitted on 09 Jun 2023
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IMO, no.
Assuming one bloke knows the rules, the game flows fairly smoothly. In the pre-haunt phase, you:
Once the group knows these base rules, the pre-haunt game goes very quickly, because you mostly move 2-3 squares (depending on your move points), draw a room, place a room, draw a card, resolve the card and pass on. If the group knows the game, this goes very quickly.
Once the haunt triggers, you have a builtin bio-break. Both the survivors and the evil guy have a bunch of new rules to read and understand. For my main crew, this usually takes 5 - 10 minutes to read and discuss strategies, and we usually combine this with bio-breaks, drink refills, snacks and such.
Comparing this with games like Arkam Horror, Eldritch Horror, or even worse, actual P&P games like DND, It is very smoooth and low-rule-lawyers to play.
Thank you for the description, I will check it out for sure :)
I've played a lot of Betrayal. I play tested it at AvalonCon back while I was in high school.
It's very random, and has the potential for some really great games and some real duds. I know in the later editions there have been efforts made to tighten up the scenario balance, do maybe things are better. But From my experience, maybe 1 in 3 games has been 'good', 1 just meh, and the last a steamroller for one side. So many of the scenarios depend on thr size of the house, with too large or too small of a house making it unbalanced. Or specific items being useless or over powered. And many of the scenarios have pretty loose rules.
As long as you understand that, it's a fairly light game that can have a decently large group working together.
I've enjoyed my copy, but there was a stretch where it was OOP and going for big money. It wasn't worth that, but for a regular in-print price, it's fine.